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The King of Fighters '98 UMFE/EX Kyo: Difference between revisions

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== Throws ==
== Throws ==


'''Anvil Slam:''' (close) b/f + C
'''Anvil Slam [Hachi Tetsu]:''' (close) b/f + C
 
*Kyo smacks his opponent in the face with his forearm.
'''Swift Shoulder Throw:''' (close) b/f + D
*Regular knockdown


'''Swift Shoulder Throw [Issestsu Seoi Nage]:''' (close) b/f + D
*Kyo throws his opponent behind him, then falls down with his elbow out.
*Hard knockdown
*Reverse knockdown


== Command Moves ==
== Command Moves ==

Revision as of 19:11, 26 October 2020


Introduction

Normal Moves

Close

  • cl. A/B/C/D are cancel-able.
  • cl. A/B are chain-able
  • cl. A: An elbow that hits high.
  • cl. B: Hits low.
  • cl. C: Has very fast start-up. Great combo starter and anti-air.
  • cl. D: A bit slower than cl. C.

Stand

  • Far A: Hits high and is cancel-able. Good for stopping hops.
  • Far B: Has more endlag than far A, but has more range.
  • Far C: A backfist with a noticable bit of startup. Hits high. Whiff/cancel-able.
  • Far D: A sobat kick that hits mid. Can avoid lows.

Crouch

  • cr. A/C/D are whiff/cancel-able.
  • cr. A/B are chain-able.
  • cr. A: Hits mid. Standard outward jab.
  • cr. B: Fast low that could start combos.
  • cr. C: Rising uppercut that hits mid. Used to react against jumps and hops.
  • cr. D: Soft knockdown.

Jump

  • j. A: Ok air-to-air.
  • j. B: Downwards knee. Great cross-up and jump-in from a hop. Instant-overhead.
  • j. C: Another good jump-in.
  • j. D: A flip kick that could put on pressure when spaced. A bit difficult to cross-up with.
  • n. j. B: Knee is out horizontally instead of down and forward. Decent air-to-air.
  • n. j. D: Kyo kicks almost directly in front of him. Good air-to-air.

Blowback Attack

  • CD: Soft knockdown, whiff/cancel-able. Average start-up.
  • j. CD: Soft knockdown. Pretty big hitbox.

Throws

Anvil Slam [Hachi Tetsu]: (close) b/f + C

  • Kyo smacks his opponent in the face with his forearm.
  • Regular knockdown

Swift Shoulder Throw [Issestsu Seoi Nage]: (close) b/f + D

  • Kyo throws his opponent behind him, then falls down with his elbow out.
  • Hard knockdown
  • Reverse knockdown

Command Moves

Thundering Axe Burst: f + B

  • Two-hit axe-kick.
  • Second hit hits overhead.
  • Can be cancelled into from normals, allowing it to special-cancel. Overhead property is lost.

Drop to Naraku: (in the air) down + C

  • Double-handed hammer fist.
  • Hard knockdown on airborne opponents.
  • Great cross-up. Aim to have Kyo's bent legs right over the opponent's head.

Style 818: df + D

  • Kyo kicks near the ground twice, one foot then the other.
  • Hits low, even when cancelled into.

Special Moves

Dark Thurst [Yami Barai]: qcf + A/C

  • Kyo's grounded projectile
  • Either version can be used to space or as pushback in a blockstring.
  • Light version travels slower. Can be linked from a fullscreen distance to someone in the corner.
  • Heavy version travels faster. Deals a bit more damage than light.

Fire Ball [Oniyaki]: dp + A/C

  • Kyo's DP. Can be combo'd into from most normals.
  • Soft knockdown
  • The hitbox is all around Kyo. Not as high as his normal variant.
  • Light version deals one hit. Safer to use in combos.
  • Heavy version deals two hits, travels higher, and has more invincibility, making it a good reversal.

Spinning kick [Oboroguruma]: rdp + B/D

  • Can be combo'd into from most normals.
  • Will whiff on crouching opponents.
  • Light version has Kyo do an upwards jump kick. If the opponent is hit by this move in the air, they're put in a juggleable state.
  • Soft knockdown
  • Heavy version has Kyo fly through the air a 3/4 screen distance with two of the upwards kicks, then flips forward with his foot sending the opponent into the ground.
  • Heavy version is a good corner carry. Deals more damage than dp+C.
  • Hard knockdown

New Wave Smash [Kai]: qcf + K, K (B or D)

  • Kyo jumps up with one foot, then after pressing kick again, kicks with the other.
  • 2nd hit juggles the opponent
  • Soft knockdown
  • Light version only allows for dp+p to connect.
  • Heavy version can be followed up with dp+p/rdp+k/hcb+k/DM. Can also link into the light version.

Crescent Slash [Kototsuki Yo]: hcb + B/D

  • Kyo runs after the opponent, faster than his normal run, then hits the opponent with his elbow into an explosive, one-handed choke.
  • On-hit command grab. Very unsafe on block.
  • Can be combo'd into from heavy normals and f+B.
  • Hard knockdown

Desperation Moves

Serpent Wave: qcb, hcf + A/C

Combos

Strategy & Tips

Videos

External Links

The King of Fighters '98 Ultimate Match Final Edition
System

FAQSystemControlsGuidesChangelistMatch VideosAdvanced StrategyTier ListsFrame Data & Hitboxes

Characters

Andy BogardAthena AsamiyaBenimaru NikaidoBilly KaneBlue MaryBrian BattlerChang KoehanChin GentsaiChizuru KaguraChoi BoungeChrisClark StillEiji KisaragiGeese HowardGoro DaimonHeavy D!HeidernIori YagamiJoe HigashiKasumi TodohKim KaphwanKingKyo KusanagiLeona HeidernLucky GlauberMai ShiranuiMatureMr. BigRalf JonesRobert GarciaRugal BernsteinRyo SakazakiRyuji YamazakiSaisyu KusanagiShermieShingo YabukiSie KensouTakuma SakazakiTerry BogardViceWolfgang KrauserYashiro NanakaseYuri Sakazaki

EX Characters

EX AndyEX BillyEX Blue MaryEX GeeseEX JoeEX KingEX KyoEX MaiEX RobertEX RyoEX TerryEX YamazakiEX YuriOrochi ChrisOrochi ShermieOrochi Yashiro